dragonslayer770
Refugee
hi guys im trying to make a new forge for gold and silver have the items and recipes I know I need too add them to the forge. is there anything else I need to do? thank you all for the help.
Mods are now organized as resources. Use the Mods link above to browse for or submit a mod, tool, or prefab.
The TFP Official Modding Forum Policy establishes the rules and guidelines for mod creators and mod users.
<property name="forge_category" value="silver"/>
<item name="unit_silver">
<property name="Extends" value="unit_iron"/>
<property name="CustomIcon" value="resourceSilverNugget"/>
<property name="Material" value="MresourceSilverNugget "/>
<property name="CreativeMode" value="None" />
</item>
<item name="unit_gold">
<property name="Extends" value="unit_iron"/>
<property name="CustomIcon" value="resourceGoldNugget"/>
<property name="Material" value="MresourceGoldNugget"/>
<property name="CreativeMode" value="None" />
</item>
<window name="windowSForgeInput" width="228" height="204" panel="Right" controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,clay,silver,gold" valid_materials_color="[green]" invalid_materials_color="[red]" cursor_area="true" >
do I need to make a new workstation for the new forge so it can have its own recipes? thank you.I will take a crack at helping
if you are using the resourceSilverNugget in items.xml
in materials.xml you need to add to the MresourceSilverNugget
And then you need to add a material id for the gold as the item resourceGoldNugget does not have a MresourceGoldNugget in materials.xmlCode:<property name="forge_category" value="silver"/>
look at how the code for the silvernugget differs from the goldnugget.
Then in items.xml you need to make the unit version of the silver and gold that is defined in the forge_category
then you need to make the forge itself be able to have those values added in the windows.xmlCode:<item name="unit_silver"> <property name="Extends" value="unit_iron"/> <property name="CustomIcon" value="resourceSilverNugget"/> <property name="Material" value="MresourceSilverNugget "/> <property name="CreativeMode" value="None" /> </item> <item name="unit_gold"> <property name="Extends" value="unit_iron"/> <property name="CustomIcon" value="resourceGoldNugget"/> <property name="Material" value="MresourceGoldNugget"/> <property name="CreativeMode" value="None" /> </item>
You will have to figure out if there needs to be a change to the height attribute in that line and possibly in the <rect name="content2" line, as I have not tested changing the forge values yet but have been wanting to. Let me know if this helps.Code:<window name="windowSForgeInput" width="228" height="204" panel="Right" controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,clay,silver,gold" valid_materials_color="[green]" invalid_materials_color="[red]" cursor_area="true" >
<property class="Workstation">
<property name="CraftingAreaRecipes" value="YOURNEWFORGE"/>
<recipe name="resourceClayLump" count="1" craft_area="YOURNEWFORGE" material_based="true" craft_time="1" craft_exp_gain="0" always_unlocked="true">
<ingredient name="unit_clay" count="5"/>
</recipe>
<append xpath="/materials/material[@id='MresourceSilverNugget']">
<property name="forge_category" value="Silver" />
</append>

<material id="MresourceSilverNugget">
<property name="damage_category" value="metal" />
<property name="surface_category" value="metal" />
<property name="Experience" value="160" />
<property name="forge_category" value="Silver"><!--Element appended by: "Ragsy_Test_Silver"--></property>
</material>
does it matter if the code is at the top or bottom? I had it at the top and it will not work.If you are just adding a property for forge_category with the value Silver to MresourceSilverNugget then
Append is basically just adding the extra code line to that particular block of code.Code:<append xpath="/materials/material[@id='MresourceSilverNugget']"> <property name="forge_category" value="Silver" /> </append>
Assuming you know this but just incase you dont and for other folks .... to check your change has applied you can check by typing in exportcurrentconfigs into console and going to the save location shown in the dialogue
For my example the path is
C:\Users\Ragsy\AppData\Roaming\7DaysToDie\Saves\Seciza County\Ragsy Modded Servers\Configs
you should see this when you check the modified xml .
Code:<material id="MresourceSilverNugget"> <property name="damage_category" value="metal" /> <property name="surface_category" value="metal" /> <property name="Experience" value="160" /> <property name="forge_category" value="Silver"><!--Element appended by: "Ragsy_Test_Silver"--></property> </material>
<insertAfter xpath="/materials/material[@id='MresourceSilverNugget']">
<property name="forge_category" value="Silver" />
</insertAfter>
I had tried that it was the first one I used. it wouldn't work either.It should not matter where the append is, make sure this append is not already within another append.
You might try this which is almost the same way that Ragsy posted above.
Code:<insertAfter xpath="/materials/material[@id='MresourceSilverNugget']"> <property name="forge_category" value="Silver" /> </insertAfter>
<item name="unit_silver">
<property name="Extends" value="unit_iron"/>
<property name="CustomIcon" value="resourceSilverNugget"/>
<property name="Material" value="MresourceSilverNugget "/>
<property name="CreativeMode" value="None"/>
</item>
<item name="resourceSilverNugget">
<property name="HoldType" value="45"/>
<property name="Meshfile" value="Items/Misc/sackPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="MresourceSilverNugget"/>
<property name="Stacknumber" value="250"/> <!-- STK loot -->
<property name="EconomicValue" value="250"/>
<property name="CraftingIngredientTime" value="15"/>
<property name="Group" value="Resources"/>
<property name="DescriptionKey" value="rareOresGroupDesc"/>
</item>
<material id="MresourceSilverNugget">
<property name="damage_category" value="metal"/>
<property name="surface_category" value="metal"/>
<property name="forge_category" value="silver"/>
<property name="Experience" value="2"/>
</material>
<block name="NEWFORGE">
<property name="Extends" value="forge" param1="DescriptionKey,CraftSound,CraftCompleteSound"/>
<property class="Workstation">
<property name="CraftingAreaRecipes" value="YOURNEWFORGE"/>
<property name="Modules" value="tools,output,fuel,material_input"/>
<property name="InputMaterials" value="silver,gold"/>
</property>
</block>